/**************************************************************************/ /* skeleton_modifier_3d.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "skeleton_modifier_3d.h" void SkeletonModifier3D::_validate_property(PropertyInfo &p_property) const { // } PackedStringArray SkeletonModifier3D::get_configuration_warnings() const { PackedStringArray warnings = Node3D::get_configuration_warnings(); if (skeleton_id.is_null()) { warnings.push_back(RTR("Skeleton3D node not set! SkeletonModifier3D must be child of Skeleton3D.")); } return warnings; } /* Skeleton3D */ Skeleton3D *SkeletonModifier3D::get_skeleton() const { return Object::cast_to(ObjectDB::get_instance(skeleton_id)); } void SkeletonModifier3D::_update_skeleton_path() { skeleton_id = ObjectID(); // Make sure parent is a Skeleton3D. Skeleton3D *sk = Object::cast_to(get_parent()); if (sk) { skeleton_id = sk->get_instance_id(); } } void SkeletonModifier3D::_update_skeleton() { if (!is_inside_tree()) { return; } Skeleton3D *old_sk = get_skeleton(); _update_skeleton_path(); Skeleton3D *new_sk = get_skeleton(); if (old_sk != new_sk) { _skeleton_changed(old_sk, new_sk); } update_configuration_warnings(); } void SkeletonModifier3D::_skeleton_changed(Skeleton3D *p_old, Skeleton3D *p_new) { // } /* Process */ void SkeletonModifier3D::set_active(bool p_active) { if (active == p_active) { return; } active = p_active; _set_active(active); } bool SkeletonModifier3D::is_active() const { return active; } void SkeletonModifier3D::_set_active(bool p_active) { // } void SkeletonModifier3D::set_influence(real_t p_influence) { influence = p_influence; } real_t SkeletonModifier3D::get_influence() const { return influence; } void SkeletonModifier3D::process_modification() { if (!active) { return; } _process_modification(); emit_signal(SNAME("modification_processed")); } void SkeletonModifier3D::_process_modification() { GDVIRTUAL_CALL(_process_modification); } void SkeletonModifier3D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: case NOTIFICATION_PARENTED: { _update_skeleton(); } break; } } void SkeletonModifier3D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_skeleton"), &SkeletonModifier3D::get_skeleton); ClassDB::bind_method(D_METHOD("set_active", "active"), &SkeletonModifier3D::set_active); ClassDB::bind_method(D_METHOD("is_active"), &SkeletonModifier3D::is_active); ClassDB::bind_method(D_METHOD("set_influence", "influence"), &SkeletonModifier3D::set_influence); ClassDB::bind_method(D_METHOD("get_influence"), &SkeletonModifier3D::get_influence); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "active"), "set_active", "is_active"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "influence", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_influence", "get_influence"); ADD_SIGNAL(MethodInfo("modification_processed")); GDVIRTUAL_BIND(_process_modification); } SkeletonModifier3D::SkeletonModifier3D() { }